1- console . log ( '%c PoliPhaser - Version 1.01 ' , 'background: #728FA5; color: white; font-size:20px;' ) ;
1+ console . log ( '%c PoliPhaser - Version 1.2 ' , 'background: #728FA5; color: white; font-size:20px;' ) ;
22
33/************* HELPER FUNCTIONS *************/
44
@@ -372,6 +372,7 @@ PP.debug = {
372372 * @param {number } config.background_color Default background color used when no background is drawn, in RGB HEX format (for example 0x000000).
373373 * @param {boolean } config.debug_mode It defines whether PoliPhaser should run in debug mode showing various debug information.
374374 * @param {number } config.gravity_value The value of gravity in pixels per second squared.
375+ * @param {boolean } config.pixel_art It defines whether pixel art should be enabled or disabled.
375376 * @return A game object. The user should not directly manipulate it, but pass it to other functions.
376377 */
377378PP . game . create = function ( config ) {
@@ -405,7 +406,7 @@ PP.game.create = function (config) {
405406 height : config . canvas_height ,
406407 backgroundColor : config . background_color ,
407408 scene : PP . scenes . list ,
408- pixelArt : true ,
409+ pixelArt : config . pixel_art ?? true ,
409410 parent : config . canvas_id ,
410411 physics : {
411412 default : 'arcade' ,
@@ -656,7 +657,6 @@ PP.assets.image.load = function(scene, image_path) {
656657 let url_hash = __PP_internal_cyrb53 ( image_path ) ; // This is used as ID
657658
658659 if ( PP . assets . list_images_id . includes ( url_hash ) ) {
659- console . warn ( 'WARNING: you are trying to load multiple times the same image/spritesheet (' + image_path + '). Aborting this load request.' ) ;
660660 return { id : url_hash , type : "image" } ;
661661 }
662662
@@ -725,7 +725,6 @@ PP.assets.sprite.load_spritesheet = function(scene, image_path, frame_width, fra
725725 let url_hash = __PP_internal_cyrb53 ( image_path ) ; // This is used as ID
726726
727727 if ( PP . assets . list_images_id . includes ( url_hash ) ) {
728- console . warn ( 'WARNING: you are trying to load multiple times the same image/spritesheet (' + image_path + '). Aborting this load request.' ) ;
729728 return { id : url_hash , type : "sprite" } ;
730729 }
731730
@@ -929,7 +928,6 @@ PP.assets.destroy = function(obj) {
929928 PP . debug . assert ( typeof obj . ph_obj === "object" , "Parameter error: obj is not a valid PP object instance." ) ;
930929
931930 obj . ph_obj . destroy ( ) ;
932-
933931}
934932
935933/**
@@ -1352,10 +1350,24 @@ PP.camera.set_follow_offset = function(scene, offset_x, offset_y) {
13521350}
13531351
13541352
1353+ /**
1354+ * Return the scroll on the x axis of the camera.
1355+ * They represent the distance between the top-left of the camera's world view and its viewport.
1356+ * @function get_scroll_x
1357+ * @memberof PP.camera
1358+ * @param {object } s The scene object.
1359+ */
13551360PP . camera . get_scroll_x = function ( s ) {
13561361 return s . cameras . main . scrollX ;
13571362}
13581363
1364+ /**
1365+ * Return the scroll on the y axis of the camera.
1366+ * They represent the distance between the top-left of the camera's world view and its viewport.
1367+ * @function get_scroll_y
1368+ * @memberof PP.camera
1369+ * @param {object } s The scene object.
1370+ */
13591371PP . camera . get_scroll_y = function ( s ) {
13601372 return s . cameras . main . scrollY ;
13611373}
@@ -1596,6 +1608,12 @@ PP.physics.add_overlap_f = function(s, obj1, obj2, func) {
15961608 return { ph_collider : ph_obj } ;
15971609}
15981610
1611+ /**
1612+ *
1613+ * Remove a previously created collider (or overlap)
1614+ * @param {object } s The scene
1615+ * @param {float } obj The collider (or overlap) to be removed as returned from functions like add_collider.
1616+ */
15991617PP . physics . remove_collider_or_overlap = function ( s , obj ) {
16001618 PP . debug . assert ( typeof s === "object" , "Parameter error: s should be an object." ) ;
16011619 PP . debug . assert ( typeof obj === "object" , "Parameter error: obj should be an object." ) ;
@@ -1604,6 +1622,17 @@ PP.physics.remove_collider_or_overlap = function(s, obj) {
16041622 s . physics . world . removeCollider ( obj . ph_collider ) ;
16051623}
16061624
1625+ /**
1626+ *
1627+ * Change the value of the gravity
1628+ * @param {object } s The scene
1629+ * @param {float } new_gravity The new value in px/s2 of the gravity in the y axis.
1630+ */
1631+ PP . physics . change_gravity = function ( s , new_gravity ) {
1632+ s . physics . world . gravity . set ( 0 , new_gravity ) ;
1633+ PP . game . config . gravity_value = new_gravity ;
1634+ }
1635+
16071636/**
16081637 *
16091638 * Set the bounce value over the horizontal axis (0: no bounce, 1: full bounce).
0 commit comments